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this is a great patch. i have no idea what everyone's bitching about. "oh fucking my the void ray has one less range. my aerial super unit can go on exactly as before except it has to be slightly closer." if nothing else you can hope that this will focus more attention on the viking's insanely long air-to-air range
what's the other protoss issue? ultralisks can walk through force fields, heaven forbid. or maybe people are concerned that we'll see more thor drops as a means of dispelling force fields because you know thors sure as hell aren't gonna be usain bolting around the map to crush the fucking things
the terran infantry change is fine. combat shields definitely shouldn't have been 150/150 to begin with and neither should stim. frankly if you're losing to all terran infantry or really even struggling with it on the regular then whether the upgrade costs 150/150 or 100/100 is not gonna make any difference.
about the ultralisk - who the fuck knows what's happening there. this is the one change that makes zero sense. i can only assume that this whole ultralisk phase is a big joke on all of us beta testers. i guess if you're a zerg and you weren't building ultralisks before this patch you can go on not building them.
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On May 22 2010 03:13 raybasto wrote:Lol @ Husky. He's mad that Idra beat his favorite SC player Nony in his own tournament. Did you hear him during the Nony Moodglade matches?
you realize thats not husky right, the id is wrong and this is one of the many problems with idenfifers, the best thin patch 13 is doing is getting rid of these
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That is not husky. Since I post there I've seen many of that guys post and he is way too much of an asshole to be husky.
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Terrans do just fine how they are right now. They have a counter to the void ray rush before the range decrease. Just a lot of terrans didnt like having to open that way but that is no differnt from terrans going early reapers. Force field still needs to b played around with imo, this just might do it. The right person can win games just by using force field and a spell that early n the game should not b able to do so. Zerg needed to have something done with the ultra and a lil more variety n their game. Ultras n bw were giant killing meatshields. Not only did they soak up damage but could destroy while doing so. Maybe with the change of the infested terran going to the overseer and a few more spells being added will give zerg a lil more vareity. Give blizz some time and they will get SC2 right, dont forget how long it took BW to get where it is
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On May 22 2010 03:22 Redder wrote: I think Husky's real ID is HuskyTheHusky, could be wrong though. Seeing how terrible Husky is at the game from his shoutcasts It'd be extremely egotistical to say that by him. IdrA is biased towards making SC2 a good e-sports so he can make money off it, surely he isn't just pulling shit out of his ass because he feels like doing so.
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I'm very concerned about the Void Ray nerf. 1 range difference may not seem huge but they now have the same range as Marines.Can you even harass marines with Void Rays now? Is opening Void Ray even viable anymore?
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wow... somebody wih proper frapsing skills plz do an archon vs ultralisk comparison
... and/or 50archons vs 33 ultras
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On May 22 2010 03:26 Cheezy wrote: I'm very concerned about the Void Ray nerf. 1 range difference may not seem huge but they now have the same range as Marines.Can you even harass marines with Void Rays now? Is opening Void Ray even viable anymore? rines have 5 unless in a bunker
and then there's the 2 additional range ion the void ray once the beam is shooting the target, in case it's trying to move away
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On May 22 2010 03:26 Cheezy wrote: I'm very concerned about the Void Ray nerf. 1 range difference may not seem huge but they now have the same range as Marines.Can you even harass marines with Void Rays now? Is opening Void Ray even viable anymore? This is exactly why voids are so good. As the other guy said Voids had 2 range on marines.. making marines in bunkers not even able to hit them. This 6 is a good medium.
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On May 22 2010 03:26 Cheezy wrote: I'm very concerned about the Void Ray nerf. 1 range difference may not seem huge but they now have the same range as Marines.Can you even harass marines with Void Rays now? Is opening Void Ray even viable anymore? They do not have the same range They have 6 range compared to 5. After they start shooting, they will continue shooting until they run out of range 9. They still fly while marines do not. They still deal incredible damage once charged. Now they cannot kill bunkers while beeing out of range for it.
It only will become harder for protoss and less difficult for Terran, especially due to stimpak and combat shield beeing efficiently available earlier in the game. Il'd say that this shift in difficulty is not too bad. It's nothing wrong with it when you have to put more effort into beeing agressive than into beeing defensive.
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On May 22 2010 03:23 Failsafe wrote: this is a great patch. i have no idea what everyone's bitching about. "oh fucking my the void ray has one less range. my aerial super unit can go on exactly as before except it has to be slightly closer." if nothing else you can hope that this will focus more attention on the viking's insanely long air-to-air range
what's the other protoss issue? ultralisks can walk through force fields, heaven forbid. or maybe people are concerned that we'll see more thor drops as a means of dispelling force fields because you know thors sure as hell aren't gonna be usain bolting around the map to crush the fucking things
the terran infantry change is fine. combat shields definitely shouldn't have been 150/150 to begin with and neither should stim. frankly if you're losing to all terran infantry or really even struggling with it on the regular then whether the upgrade costs 150/150 or 100/100 is not gonna make any difference.
about the ultralisk - who the fuck knows what's happening there. this is the one change that makes zero sense. i can only assume that this whole ultralisk phase is a big joke on all of us beta testers. i guess if you're a zerg and you weren't building ultralisks before this patch you can go on not building them.
People are bitching because pros GENERALLY agreed that terran was overpowered with patch 12, and blizzard buffed them in patch 13.
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On May 22 2010 03:23 Failsafe wrote: this is a great patch. i have no idea what everyone's bitching about. "oh fucking my the void ray has one less range. my aerial super unit can go on exactly as before except it has to be slightly closer." if nothing else you can hope that this will focus more attention on the viking's insanely long air-to-air range
what's the other protoss issue? ultralisks can walk through force fields, heaven forbid. or maybe people are concerned that we'll see more thor drops as a means of dispelling force fields because you know thors sure as hell aren't gonna be usain bolting around the map to crush the fucking things
the terran infantry change is fine. combat shields definitely shouldn't have been 150/150 to begin with and neither should stim. frankly if you're losing to all terran infantry or really even struggling with it on the regular then whether the upgrade costs 150/150 or 100/100 is not gonna make any difference.
about the ultralisk - who the fuck knows what's happening there. this is the one change that makes zero sense. i can only assume that this whole ultralisk phase is a big joke on all of us beta testers. i guess if you're a zerg and you weren't building ultralisks before this patch you can go on not building them.
I keep talking about ultralisk. The reason is that I am probably the person who play ultralisks the most in the US server. I have a ZvT build totally based on ultralisks, and I used it to play A LOT against most top terrans in the US server (like I won 2 games against Moo with ultralisks in ITL and I think I won more than 10 games against 2200+ plat terrans with this build). So I am probably the best person to talk about ultralisks.
Ultralisks are decent in the previous patch in my opinion. If the blizzard people wants to make ultralisks more useful, they can either lower the tech cost or give them even more hp / less DPS, but they did the opposite way. Now they are not good against anything. My ultralisk build is dead. Thank you blizzard you killed the only person who loves ultralisks.
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On May 22 2010 03:30 Three wrote: People are bitching because pros GENERALLY agreed that terran was overpowered with patch 12, and blizzard buffed them in patch 13.
So they did with Protoss > Terran until Terran shifted their tactics. Now it is protoss' turn. Zerg have a bunch of big changes now, also didn't play for long against terran tank heavy mech yet which obviously is their current problem.
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On May 22 2010 03:23 Failsafe wrote:
about the ultralisk - who the fuck knows what's happening there. this is the one change that makes zero sense. i can only assume that this whole ultralisk phase is a big joke on all of us beta testers. i guess if you're a zerg and you weren't building ultralisks before this patch you can go on not building them. The thing about the ultralisk change that I think is awesome is that it can DESTROY forcefields and I assume that means destroy and not just "walk over" like half this thread seem to think. Hell, I MIGHT even go just one ultra and micro it to clear forcefields and then even later on incorporate more ultras into my army. I don't really think this patch will help ultralisks that much, but whining about it before even trying it out and considering all the options is just retarded.
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If they're keeping ultras the way they are, frenzy better damn well negate armor bonus damage in future patches.
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this is a terrible patch =/
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On May 21 2010 12:15 -orb- wrote: This is the worst patch I've ever seen in my entire life by far
DEAR FUCKING GOD ARE YOU SERIUOS This is the exact sentence I was thinking. Come on! As a protoss player, I think this patch was a bit too biased against toss.
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Husky has already said that whenever you see someone named "husky" insulting someone, it's not him, cause he's not that kind of person to go trolling around in forums. And tbh, that nickname is husky.huskystartcra. I don't know if the forum cuts the nick short, or if the person made that on purpose.
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On May 22 2010 02:45 SnakeChomp wrote:Show nested quote +On May 22 2010 02:41 Two_DoWn wrote: A full tech switch would be required to build up enough armor pen to take down a full ultra, and the new frenzy spell lets ultras get in past marauder fire. I am amazed at how many people consistently make this mistake. Marauders cannot slow Ultralisks because Concussive shells cannot affect massive units. Frenzy changes nothing in ZvT; the Ultra will still die immediately when attempting to attack mass marauder and it is therefore still a worthless unit.
As stated in Blizzard's patch discussions, this is supposed to counter Thor's ability to immobilize Ultras. There was no mention of marauders. So yes, this does change ZvT.
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On May 22 2010 03:29 teekesselchen wrote:Show nested quote +On May 22 2010 03:26 Cheezy wrote: I'm very concerned about the Void Ray nerf. 1 range difference may not seem huge but they now have the same range as Marines.Can you even harass marines with Void Rays now? Is opening Void Ray even viable anymore? They do not have the same range They have 6 range compared to 5. After they start shooting, they will continue shooting until they run out of range 9.They still fly while marines do not. They still deal incredible damage once charged. Now they cannot kill bunkers while beeing out of range for it. It only will become harder for protoss and less difficult for Terran, especially due to stimpak and combat shield beeing efficiently available earlier in the game. Il'd say that this shift in difficulty is not too bad. It's nothing wrong with it when you have to put more effort into beeing agressive than into beeing defensive. not sure the extra range remains to be 9. in the MPQ, this thing had a value of 2. with it being added, i suspect we'll automatically be looking at 8 then
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